Quest for Glory 4: Shadows of Darkness чит-файл №2

INTRODUCTION

This walkthrough gives explicit instructions for playing Quest for Glory IV
that lead to a successful conclusion. It provides, where necessary, separate
directions for each of four different characters (Fighter, Magic User, Thief
and Paladin). The walkthrough is designed to be used sequentially, so the game
can be played completely from the instructions. I have supplied links to each
days events to help find the instructions needed. To facilitate those who wish
to use this walkthrough for explicit instructions in one section of the game
only, I have supplied links between the same locations to be visited at
different times. Note that the days event's may not occur on the exact day as
these depend on your performing actions on previous days according to the
instructions in this walkthrough. Links between the same locations are given
for this reason. By following these links you should be able to find all
possible actions that should be performed in that location.

The information given here assumes that the player has read the game
documentation included in the Quest for Glory IV game box. The documentation
comprises the 'Sierra Game Manual', 'Shadows of Darkness Technical Guide',
'The Journal of General Job Adjusting, HERO, Special Hallowe'en Issue' and
'Quest for Glory Shadows of darkness Combat Reference Card'.

This walkthrough also assumes you have.access to maps of the valley and of the
castle. I have included maps of all the areas you will visit in the Maps
section of this walkthrough.

Note also that if you have version 1.0 of the floppy disk based game you will
need the following two patch files. Do not start the game with out applying
both these patches or your saved files will not be restorable after the
patches are applied. Both patches can be found in CIS GAMAPUB Forum, Sierra
On-Line Section 11:

QG4NOT.ZIP Patch which fixes the order of events in the Hero's bedroom so that
important events are certain to occur. Without this patch you will not be able
to complete the game.

QG4PAT.ZIP Patch which fixes a number of fatal errors and miscellaneous other
problems.
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CREATING A CHARACTER

Before you can start playing you must either import a character from a
previous QUEST FOR GLORY game or create a new character. This walkthrough
assumes you are either importing a Paladin or creating a new character. If you
are creating a character three different characters will be displayed:
Fighter, Magic User and Thief. Select whichever appeals to you. Then allocate
points. This walkthrough depends on the Thief having some magic using ability
so assign the extra 100 points to the Magic Skill. This will enable the Thief
to perform many, but not all, of the Magic User specific actions and skills.
The Fighter must be able to climb, so assign the extra 100 points to the
Climbing skill. Otherwise assign the 100 points as you like. Don't forget to
give your character a name.
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GENERAL HINTS


1. Sleeping
There are a few places where you may sleep so that you can recover your
health, stamina and mana: Your room at the Inn, the Staff area inside the
Town Gate and Erana's Garden in the forest. (You can leave and enter the
Inn in the middle of the night by climbing through your bedroom window.)
2. Eating
Eat breakfast and dinner at the Inn when ever possible, and keep stocked
up on Avocado and Garlic Sandwiches which you can buy at the General
Store.
3. Monsters
Before you start the game set your skill level in the control panel to
Low. Set combat to Strategy and set Auto-Save On. This will make fighting
monsters and villains as easy as possible. The game will automatically run
the combat sequences for you and the monsters will not be too difficult to
defeat. Provided you have built up your skills sufficiently, you should
survive every encounter. If not, there is always the auto-saved file!
4. Money
You will likely need to find extra cash to spend on rations and equipment.
You will find stashes of money from time to time as you explore. You will
encounter wraiths and undead after dark. They carry treasure and money.
Take the treasure from the wraith's barrow and search an undead's 'body'
after defeating them. If you are a Thief you will have many opportunities
to steal money.
5. Potions
You will be able to obtain two types of healing potions. The regular
healing potion that restores some of your health points and the poison
cure potion that will counteract the effects of poison. Both are very
useful. You will find these potions from time to time as you explore and
meet people. The most reliable method of obtaining potions, is to visit
Dr. Cranium. Each new day he will supply you with one potion of each type.

6. Mana Fruit
There is a Mana Fruit tree in Erana's Garden. Only Magic Users can pick
the fruit. And you will only be able to pick one fruit each day. Eating
the fruit restores some of your mana points.
7. Rest and Time Driven Events
Rest whenever you need to heal or recover health or mana points. Rest also
when you need to kill time! Sometimes you must wait for darkness before
you can perform the next required action. Sometimes you must act at a
particular time of the night. Resting then checking the time will help you
arrive at the proper place at the right time.

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SET UP

Go to the control panel and set the following.
1. Skill level to low.
2. Combat to strategy.
3. Autosave to on.
4. Speed to high.

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MAPS


* Mordavia
* Town
* Castle
* Caves

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OPENING SEQUENCE

You find you have been transported, against your will, to a dark cavern filled
with bones and skeletons. You have no idea where you are or why you are here!
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DAY 1

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BONE CAVE

Search the three skeleton bodies for a dagger, a flint and money. Take a torch
from the holder to the right of the altar. Create a spark using the dagger and
flint and light the torch. Light the torch to the left of the altar with the
lit torch. Exit through the sphincter at the top of the screen. You will enter
the heart cave.
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HEART CAVE

Fighter/Paladin: Take the sword and shield.

Thief: Look for the thief mark near the exit at the bottom of the screen.

Magic User: Take the cloth.

Leave the cave at the bottom of the screen.
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PIT CAVE

Fighter/Paladin: Cross the pit via the rope, crossing hand over hand.

Thief: Walk the tightrope across the pit.

Magic User: Use the cloth and levitate spell to fly across the pit. Leave the
pit cave at the left of the screen.
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CAVE MOUTH

After meeting Katrina, take the octopus-like shape (Dark One sign) from the
bottom of the arch.

Leave to the left.
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CAVE PATH

Slide down the cave path! Now head through the forest toward the town. (Use
the general map.)
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TOWN GATE

Take a corn cob from the corn sheaths. Go through the town gate to the Staff
area.
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STAFF

Pick some flowers. Go left.
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WEST MAIN STREET

Speak with the Burgomeister.
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INN

Go into the Inn and speak with the Innkeeper. Leave the Inn.
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GENERAL STORE

Go into the General Store, purchase some rations - avocado and garlic
sandwiches - then leave.
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WEST MAIN STREET

Speak with the Burgomeister. Ask about the Adventurers' Guild and he will give
you the key.
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EAST MAIN STREET

Go right to the east part of town.
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DR. CRANIUM

Try to enter Dr. Cranium's house. Solve the puzzle by repeating the sequence
exactly. Once you do this correctly, the door will open. Enter the house. (You
will have to do this each time you visit Dr. Cranium's house. Note that the
sequence usually changes each time.)

In the hallway, open the door to the right. You will release some baby
antwerps. Use the Acme Trap and identify the animal as an Antwerp. Bait the
trap with one of your avocado and garlic sandwiches and wait for a baby
antwerp to be caught.

In the control panel, set the speed to low.

Open the door on the left. Move the maze so that the antwerp moves through the
maze, fetches the key, then takes the key to the exit.

In the control panel, set the speed to high.

You now have the key. Try to unlock the door at the end of the hallway. Solve
the puzzle by moving the pieces around to form a keyhole. Once you have done
this, unlock the door and enter Dr. Cranium's lab. Speak with Dr. Cranium then
ask about Science. Ask about the Healing and Poison potions. You will have to
refer to the Technical Guide and look up the formula the doctor requests of
you for each potion.

Ask Dr. Cranium for an empty flask.

Magic User: Ask about magic and you will receive the glide spell.

Leave Dr. Cranium's house and head north.
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GRAVEDIGGER

Talk to Igor the Gravedigger. Enter the Adventurers' Guild.
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ADVENTURERS' GUILD

Look at the books on the bookshelves. Sign the log book on the desk and read
the log book.

Practice on the stairstepper. (Do this daily, unless directed otherwise. You
will need to add the weights from the top right corner of the room from time
to time.)

Fighter/Paladin/Thief: Pick up the rope and grapnel. Throw the grapnel up the
hook on the ceiling. Practice climbing. (Do this daily.) Don't forget to
collect the rope you before you leave.

Fighter/Paladin: If/when you have sufficient strength, break open the
Emergency Weapon Box and claim the superior sword.

Fighter/Paladin/Magic User: Leave the guild after practicing your skills until
you are unable to exercise any longer. Return to the Inn.

Thief: Look under the table. Now look at the coat hooks on the right. Solve
the puzzle as follows: Click on the skull below the third hook from the left
until the hook is on top. Then, similarly, move the second hook from the left
so that the hook is on the bottom. Next move the right most hook so that the
hook is to the right. Lastly, move the left most hook so that the hook is on
the left. Climb the bookshelf into the Thieves' Guild.
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THIEVES' GUILD (Thief only)

Search the grid on the floor and you will find a knob.

Take the card from the poster. Unlock the back door using the card. Read the
books on the bookshelf and learn about disarming traps.

Put the knob on the safe. Solve the safe puzzle by clicking on the letters and
lines to spell out "F I L C H". Note that not all these letters are present.
The letters on the combination are in alphabetical order with alternate
letters represented by lines. When you have solved the puzzle, the safe will
open. Take the lock pick.

Go over to the desk and disarm the trap. Pick the lock. (You may need to build
up your skills in lock picking. If so, keep trying.) You will find a log book
and a lock picking kit and some daggers. Read the log book carefully.

Check out the painting near the back of the right wall. You will find a safe.
Disarm the trap by selecting three in a row of the same colour. (Just decide
on a colour and click on it every time it appears. Eventually you will have
three squares in a row.) Open the safe by picking the lock.

Look at the thief mark by the drain on the right.

Check out the barrel lying under the poster. Solve the puzzle according to the
poem in the log book. Make the top row: Blue, Blue Yellow; the middle row:
Green, Green, Green; and the bottom row: Red, Green, Red. Speak with the Chief
Thief, then leave and return to the Inn.
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INN

Wait until the evening, then enter the Inn. Sit down at the chair on the right
hand side of the table and eat. Speak with the Innkeeper and the Townspeople.
Go up to your room, the first door at the top of the stairs, enter and sleep
until the morning.
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DAY 2

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INN

When you wake up, go downstairs and eat breakfast. Leave and go to the
Adventurers' Guild.
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ADVENTURERS' GUILD

Practice skills until you can not exercise any more. Leave the town and go to
the forest room south of the town gate.
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FOREST

Recover your stamina by resting. Pick up rocks from the ground and practice
throwing. Practice throwing until you get tired.

Thief: Practice throwing with your throwing daggers. Pick up the daggers from
the ground or you will lose them.

Magic User: Practice your spells.

Rest. Go to the Castle Gates.
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CASTLE GATES

Speak with the Gatekeeper. Find out his name: Boris. Go to the lake.
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LAKE

Speak with the Rusalka. Give her the flowers, then speak with her again.

Return to town.
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TOWN GATE

If it is after dark, the gate will be closed. In that case:

Fighter/Paladin: Climb over wall using the rope and grapnel.

Thief: Climb over gate.

Magic User: Levitate over gate.

Go to the Inn.
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INN / STAFF

If the door doesn't open, knock on the door. If you get in, eat then go to
your room. If no one responds, go the Staff area. Sleep until morning.

NOTE: Use the above method each night unless directions indicate otherwise.
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DAY 3

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INN / ADVENTURERS' GUILD

Get breakfast, then go and practice your skills at the Adventurers' Guild.
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FOREST

Leave town and explore the forest. Return to town.
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TOWN GATE

If it is after dark you will meet Katrina here and receive a healing solution.
If you are a magic user you will learn the frostbite spell. If it is daylight,
you can leave, wait then return when it is dark, or meet Katrina on another
night.
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INN

Go into town, and go to the Inn. If it is early evening, sit in your chair and
watch the Gnome Comedy act.

Go to your room, return downstairs and have supper. Return to your room and
rest until it is after midnight. Go downstairs and speak with the Domovoi
above the fireplace. Return to your room and sleep until morning.

If you fail to get in the Inn, sleep in the Staff area. The above and
following days' events should happen the next evening you spend at the Inn.
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DAY 4

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INN

If you spent the evening at the Inn, visit the room at the end of the landing.
Knock on the door. Enter and speak with the Gnome. Ask how he lost his humor,
about the curse and about Baba Yaga. Take the rubber chicken from the bed.

Eat breakfast downstairs in the Inn.
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ADVENTURERS' GUILD, FOREST

Practice your skills and explore the forest. Return to the Inn.
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INN

Eat, and rest until midnight. Go downstairs and speak with the Domovoi. Return
to your room and sleep until morning.
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DAY 5

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INN

Eat breakfast, then leave the Inn.
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WEST MAIN STREET

Speak with the Burgomeister and the Townspeople.
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BURGOMEISTER'S OFFICE

Enter the Burgomeister's Office and talk to the Gypsy. Leave the town
immediately and go to the Graveyard.
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GRAVEYARD

Look at the open grave where the headstone has fallen down.

Fighter/Paladin: If you are strong enough you should be able to push the
headstone off the grave. If not, keep trying or try the Thief method.

Thief: Climb the tree and hang the rope over the branch overhanging the grave.


Magic User: Cast the Open spell on the headstone.

Check out the Borgov Crypt, then leave. Return to town.
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WEST MAIN STREET

Chat with the Burgomeister then go to the north end of the town.
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NORTH END OF TOWN

Speak with Igor, the Gravedigger. When you ask, he will give you the key to
the Borgov Crypt. Enter the Adventurers' Guild and practice until after dark.
Leave the town.
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FOREST

Go three screens south of the Town Gate then one east and you should encounter
a ghost. Speak with the Ghost.

Continue exploring the forest. Return to town and sleep in the Staff area.
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DAY 6

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INN

Go to the Inn and eat breakfast. Leave and go to the Leshy Bushes scene.
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LESHY BUSHES

Touch the wiggling bush. Answer the Leshy's riddle with the response "Leshy".
Go to the Gypsies camp.
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GYPSIES

Speak with the Gypsies.

Magic User: You receive the Aura spell to help protect you from the undead.

Fighter: You will receive an Amulet to help protect you from the undead.

Ask about Baba Yaga. Offer your money pouch to the Fortune Teller and she will
tell your fortune. You will spend the night here.
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DAY 7

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GYPSIES

In the morning, go into the Fortune Teller's wagon and ask Davy about hunting
and Magda about the undead. Return to the Leshy Bushes.
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LESHY BUSHES

Touch the wiggling bushes until the Leshy appears and talks to you. Go to the
screen before the Baba Yaga area.
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MAGIC BARRIER

Fighter/Paladin: Say the Magic Phrase that you learned from Davy.

Thief: Use acrobatics to leap over the bushes on the left.

Magic User: Cast Detect Magic then Trigger at the bushes on the left.
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BABA YAGA

Speak with the skull Bonehead. Leave and head toward Erana's Garden.
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FOUNTAIN (Wizard only)

At night, a Wizard (not any other Magic User), will encounter a fountain
immediately south of Erana's Garden.

Drink the water from the fountain and you will have an interesting experience.


Go to Erana's Garden.
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ERANA'S GARDEN

Magic User: Practice the Glide spell on the water here. Cast Detect Magic.
Cast Trigger on the water. Cast Open on the flower that rises up from the
water. Cast Fetch on the flower to get the scroll. Cast Fetch to pick a fruit
from the magic fruit tree. This is a Mana Fruit. Eat this fruit when you are
low on mana points in an emergency.

Practice skills and spells in Erana's Garden and in the forest. Sleep until
morning in Erana's Garden.
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DAY 8

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ERANA'S GARDEN

Leave and go to the town. Enter the General Store.
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GENERAL STORE

Speak with the Storekeeper about her husband. Buy more rations, a pie pan and
some garlic.

Thief: Buy oil and a shopping bag.

Leave.
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ADVENTURERS' GUILD, FOREST

Practice skills until sunset. Go to the Inn.
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INN

Eat, then leave.
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EAST MAIN STREET (Thief only)

Go to the street where Dr. Cranium's House is.

It must be after dark. Climb up to the upper window of the left building. (If
you don't have enough climbing skill, practice more at the Adventurers'
Guild.)

Enter the old man's house. Make sure you are sneaking. Use the oil on the
wardrobe, then open it. Go downstairs and steal things from the desk. Exit the
way you came in.
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TOWN GATE

Leave town by climbing or levitating over the gate. At the town gate you
should meet Katrina again. Go to the place where you met the ghost.
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GHOST

Speak with the ghost. Return to town. Sleep in the Staff area.
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DAY 9

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FOREST

Leave town.

Fighter/Paladin/Thief: Pick up some rocks.

Go to the Cave Path which you slid down near the start of the game.
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CAVE PATH

Fill an empty flask with goo from the pool at the bottom of the screen.

Fighter/Paladin: Throw rocks at the pile of rocks trapping the bush until the
bush has been dislodged. Pick up the Bonsai Bush.

Thief: Throw rocks at the pile of rocks trapping the bush to dislodge the dam.
If you do this, climb up to the ledge above the bush and use the rope and
grapnel to draw it up. (Note: No matter how much skill I accumulated I failed
to recover the Bonsai Bush as a thief by this method. So I used the Magic User
method!)

Magic User: Cast Force Bolt at the pile of rocks trapping the bush. Cast Fetch
on the Bonsai Bush.

Return to town.
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TOWN

Practice skills at the Adventurer's Guild and/or rest until the sun sets. Eat
at the Inn, then leave town.
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GHOST

Visit the Ghost again and tell her she is a ghost. Return to town and sleep in
the Staff area.
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DAY 10

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TOWN

If you need more healing or poison cure potions, visit Dr. Cranium. Leave the
town. Go to Erana's Garden.
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ERANA'S GARDEN

Plant the Bonsai Tree is the hole in the ground next to the mound of soil.
Leave and go to the Leshy Bushes.
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LESHY BUSHES

Touch all the wiggling bushes until the Leshy appears. The response to the
Leshy's riddle is "Baba Yaga". Leave and go to the Gypsy camp.
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GYPSIES

Go to the Fortune Teller's wagon and ask about Erana, her staff and the
Destiny spell.

Paladin: Ask about curing the Rusalka.

Leave. Explore the forest until after dark and then visit the Ghost again.
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GHOST

Speak with the Ghost and you will discover she is Anna. Return to town and
sleep at the Inn or by the Staff.
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DAY 11

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TOWN

Visit Dr. Cranium, pick up more healing and poison cure solutions. Ask about a
Rehydration solution. Give him your flask of Grue Goo and he will hand over a
Rehydration solution. Leave.

Outside, Dr. Cranium's house, speak with the old man.

Go to the Monastery in the north part of town, opposite the Adventures' Guild.
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MONASTERY

Place the Dark One's sign on the door of the Monastery and enter.

Inside, on the left, there is dried up Domovoi on the cabinet. Treat the
Domovoi with the Rehydration solution.

Feed garlic to the creature above the fireplace. Open the secret passage by
operating the right andiron in the fireplace. Go downstairs.

In the basement, go over to the desk.

Fighter/Paladin: Force the desk open then drink a Poison cure potion.

Thief: Disarm the trap in the desk the usual way (selecting the same three
colors in a row). Use the shopping bag to pick up the small statue in the
middle of the screen.

Magic User: Cast Open on the desk.

Read the diary in the desk.

Go over to the large dripping cask. Touch the cask and you will receive the
Blood Ritual.

Go upstairs and destroy the Monastery by setting alight the carpet with the
torch. You leave the burning Monastery in a hurry.
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THIEVES' GUILD (Thief only)

Give the statue you found in the Monastery basement to the Chief Thief.
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FOREST

Leave town, explore the forest and practice your skills. As soon as it is
dark, visit the Ghost and speak with her. Return to the town before midnight
and go to the Inn.
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INN

Eat and sleep until the morning. You should be woken up at midnight by weeping
sounds from downstairs. Go downstairs and listen at the interior door. Return
to your room and sleep again. You should be woken again by the Domovoi.
Finally get some sleep!
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DAY 12

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TOWN

Eat breakfast then visit the General Store to buy more garlic.

Magic User: Get two bulbs of Garlic.

Go to the north of town and tell the old man, Nikolai, about the ghost, Anna.
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FOREST (Fighter only)

Spend the day and evening hunting. (By day 24 you should have defeated at
least one of each of the following monsters: Wyvern, Chernovy, Badder,
Revenant, Necrotaur, Killer Rabbit and Wraith.)
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LAKE (Paladin only)

Go to the lake and speak with the Rusalka. Ask about the Swamp. Go to the
Gypsy camp
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GYPSIES (Paladin only)

Ask the Gypsies about how to help the Rusalka.
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GRAVEYARD (Paladin only)

Go to the Graveyard and read the gravestones to find out the Rusalka's name.
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TOWN (Thief only)

Practice your lock picking skills by breaking into the Burgomeister's office
via the window. Sneaking, break into the desk by picking the lock. You may
have to keep trying both at the window and desk until you are sufficiently
skilled at lock picking.
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ERANA'S GARDEN (Magic User only)

Practice skills, get a Mana Fruit.
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GHOST

When it is dark, visit the Ghost. There are now two of them! Speak to the
Ghosts. Then take or ask for Nikolai's hat. If the Ghosts disappear, leave the
scene, then return. The Ghosts will have reappeared and you can continue
interacting with them. Return to town and sleep by the Staff.
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DAY 13

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TOWN

Get breakfast.

Paladin only: Visit General Store and buy a broom.
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FOREST (Fighter only)

Continue hunting and defeating monsters.
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LAKE (Paladin only)

Go to the Lake and speak with the Rusalka. Get some of the Rusalka's hair. Put
the Rusalka's hair in the broom.

Practice skills until sunset. Return to the Inn.
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INN

Eat then go to your room and rest until midnight. Go downstairs and speak with
the Domovoi. Take the doll from the cabinet. Return to your room and sleep
until morning.
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DAY 14

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INN

Eat breakfast and leave town. Go to Baba Yaga's Hut.
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BABA YAGA

Open the magic barrier as you did before then give the hat to Bonehead. Put
the corn on the ground near the hut. Then go into the hut.

Speak with Baba Yaga and speak with her agreeably, telling her about the
Gnome. She will ask you to fetch her an Elderberry Pie.

Leave.
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ERANA'S GARDEN

Spend the night here.
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DAY 15

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CAVE PATH

Go to the Cave Path and fill another empty flask with Goo.
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ELDERBERRY BUSH

Go to the attacking Elderberry Bush two screens south of the Ghost's screen.

Fighter/Paladin/Thief: Throw rocks at the bush. Click the Rubber Chicken on
the bush to lure it out. Walk around the bush and pick up the fallen berries.

Magic User: Cast Force Bolt at the bush. Cast Fetch on the fallen berries.

If you do not have any bones in your inventory, you must wait until night,
then seek out a Wraith, defeat it and search it's barrow. You should find some
treasure as well as some old bones.
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ERANA'S GARDEN

Spend the night here.
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DAY 16

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BABA YAGA

Go to Baba Yaga's. Put the bones in the mortar and grind them with the pestle.
Put the Goo and Elderberries in the pie pan. Collect the Bone meal from the
mortar with an empty flask. Put the Bone meal in the pie pan. Click the pie
pan on the nearby skull and the skulls should bake the pie.

Enter the hut. Give the pie to Baba Yaga, then tell her about the Gnome and
she will give you a Good Humor Bar. Baba will force you to leave.

Magic User: Re-enter the hut, give Baba some garlic and ask for a spell.

Leave.
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GRAVEYARD (Paladin only)

After dark, go to the Graveyard. Prepare to meet a Wraith, then sweep Elyssa's
Grave with the Broom. Defeat the Wraith.
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TOWN

Return to town. Eat and sleep in the Inn.
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INN

The Domovoi will wake you in the middle of the night again. Sleep until
morning.
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DAY 17

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INN

Visit the Gnome's room. You will restore his Good Humor. Eat breakfast. Leave
town.
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LAKE (Paladin only)

Speak with the Rusalka. Touch the Rusalka to kiss her! Leave
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FOREST

Thief: Practice Acrobatics.

Magic User: Practice Hide spell.

Practice skills until sunset then return to the Inn.
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INN

Sit in your usual chair and watch the Gnome's comedy performance. Leave the
Inn and go to the Castle Gates.
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CASTLE GATES

Speak with Katrina.
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ERANA'S STAFF

Paladin only: Piotyr's spirit will tell you to defeat a Wraith far to the
south of the Graveyard.

Spend the night here.
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DAY 18

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TOWN

Get breakfast then leave town.

During the day, go back and forth between the Castle Gatekeeper, Boris and the
General Storekeeper, Olga, telling each of them about the other until they
have got back together.

Paladin only: At night, visit the Wraith mount to the far south of the
Graveyard. Search the mound once you have defeated the Wraith.

Return to town.
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INN

Eat, then go up to your room. Sleep until morning. The Domovoi will interrupt
your sleep again. Sleep until morning again.
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DAY 19

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TOWN

Eat breakfast then leave the Inn.

Paladin only: Visit the Burgomeister's Office and speak with the Burgomeister
about the sword, Piotyr's ghost and the Wraith.

Go to the Graveyard.
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GRAVEYARD

Go over to the Borgov Crypt. Unlock it, pick the lock or cast Open and enter
the crypt.

(Note: If you want to go back to the Graveyard from here, shake hands with the
Grim Reaper by the stairway.)

Look at the Borgov Crest on the floor. Click on the colors in the following
order: Spell out the BORGOV name with the first letter of each colour; i.e.
Blue, Orange, Red, Green, Orange, Violet. Take the key from the crest.

Unlock the sarcophagus in the alcove and enter the secret passage to the
castle.
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CASTLE

Opening doors throughout the castle, go east, until you reach the stairs. Go
up the stairs to an empty room. Go north to a stairway and go into a room with
a Bookcase. Touch the emblem at the top of the bookcase and you will enter a
bedroom. Leave the bedroom and follow the stairway to a room with three doors.


Return to this room when it is after dark.

Go east and explore the castle extensively. There are chests and safes to
crack open, interesting places to search, and a Wraith to defeat. Listen to,
but do not get caught by, the Goon Guards guarding the empty dungeon. The
secret passage from the Crypt can be revealed in the room with the bookcase by
touching the candelabra. In the room which has the Borgov crest above a
bookcase, spell out "E X I T" with the books and this will reveal a secret
passage.

After dark, return to the room with three doors and go west. Go up the
stairway to the Child's room. Open the door and speak with the vampire child,
Tanya. Give the doll to Tanya. Tell her about Erana's Staff.
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ERANA'S STAFF

Here Toby makes the ultimate sacrifice and Tanya is restored to life. You
receive Erana's Staff, then you return Tanya to her parents at the Inn and
spend the night at the Inn.
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DAY 20

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INN

Eat breakfast and speak with the Innkeeper and his family. Leave.
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TOWN, FOREST, LAKE, CASTLE GATES

Go round talking to as many people as possible and try to find out about the
Dark One.

Visit the General Store and buy more rations and some candy.

Visit Dr. Cranium and get more potions.

Fighter/Thief/Magic User: Go to the Lake and ask the Rusalka about the Swamp
and the Will O' Wisps.

In the evening, go to the Castle Gates and meet Katrina, once again.

Return to the Inn. Eat and spend the night in your room.
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DAY 21

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INN

Read the note in your room. Go downstairs, eat breakfast then leave town.
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FOREST

Explore, practicing and building your skills until evening. Go to the Castle
Gates.
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CASTLE GATES

When you enter the screen immediately south of the Castle Gates, you will
encounter your old nemesis, Ad Avis. Try running away, but you will be caught
and taken to the Castle Dungeon.
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DAY 22

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CASTLE DUNGEON

You awake chained to a platform in the Castle Dungeon.

Fighter/Paladin: Break the chains.

Thief: Use the tool kit to unlock the chains.

Magic User: Cast Open on the chains.

Open the Iron Maiden and you will enter Katrina's Bedroom.
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KATRINA'S BEDROOM

Go over to the coffin and touch it. Kiss Katrina! Irate, Katrina will take you
back to the Castle Dungeon.
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CASTLE DUNGEON

Speak to Katrina. Try to mollify her and convince her you were not trying to
kill her. She will put a geas on you to find the five Dark One rituals and
return to her with them. She will leave you at the Castle Gate.
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DAY 23

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GYPSIES

Go immediately to the Gypsy camp and pay for a reading of a fortune. Speak
with the Gypsies to find out as much information as possible. Leave. Go to
Erana's Garden.
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FAERIES (Magic User only)

You will be stopped by the Faeries before you reach Erana's Garden. Reach for
the glowing staff and listen to the Faeries. Leave the scene, then return to
it. Cast Reversal and Summon Staff. Use the staff to cast Resistance and Frost
Bite at the Faeries. Drink healing potions and eat mana fruit as necessary.
Fight until the Faeries give up. You will receive the Heart Ritual.
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ERANA'S GARDEN

Magic User: Fetch another Mana Fruit from the tree.

Sleep the rest of the night here. In the morning, go to Baba Yaga's.
-----------------------------------------------------------------------------

BABA YAGA

Visit Baba Yaga in her hut and offer her some garlic. Ask about the Ritual and
she will give you the Breath Ritual.

Go to the Swamp
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SWAMP

Fighter/Paladin: Wade into the Swamp. Avoid the grasping hands.

Thief: Use Acrobatics to jump from clump to clump in the swamp.

Magic User: Use Glide to move through the swamp and avoid the grasping hands.

Go south for three screens until you reach the Mad Monk's Tomb.

Fight and defeat the Chernovy.

Place the Dark One's Sign on the Tomb.

Click out the order of the Rituals: Mouth, Bones, Blood, Breath, Sense, Heart
and Essence. You will receive the Bone Ritual.

Leave the swamp the same way you entered it. Near the edge of the Swamp, in
the forest, rest and heal until evening.

After dark, return to edge of the Swamp. There should be Will O' Wisps playing
over the swamp.

Put the Candy on the shore of the Swamp. Wait for the four Will O' Wisps to be
attracted to the Candy then catch them in an empty flask.

Walk east to the Cave Path.
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CAVE PATH

Apply the flask of Will O' Wisps to the obelisk. Place the Dark One's Sign on
the obelisk. Click on the letters to spell out the name "A V O O Z L". You
will receive the Sense Ritual.

Paladin/Magic User: You now have all five Rituals.

Return to the shore of the Swamp and release the Will-o-wisps.
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TOWN

Return to town and sleep by the staff.
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DAY 24

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TOWN / FOREST

Spend the day practicing and building your skills, talking to people and get
another healing potion from Dr. Cranium.

Fighter/Thief: When it is after dark, go to the Wraith barrow to the far south
of the Graveyard and defeat it. You will receive the Heart Ritual.

Go to the Castle Gates.
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END GAME

-----------------------------------------------------------------------------

CASTLE GATES

The Castle Gates will be open. Walk on to the Castle.
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CASTLE

You will be greeted by Katrina and Ad Avis. You will all transport to the Cave
Mouth.
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CAVE MOUTH

Katrina will perform the Mouth Ritual to open the Cave Mouth and send you in
to find the seventh and last Ritual, Essence. She orders you to perform the
six remaining rituals.
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PIT CAVE

Fighter/Paladin: Use the Rope and Grapnel to climb down to the pit monster.
Fight and defeat the monster and pick up the book. Climb back up and cross the
pit via the rope, hand over hand.

Thief: Sneak into the Pit Cave. Use the Rope and Grapnel to climb down to the
pit monster. Sneak over to the book and pick it up. Climb back up and cross
the pit by walking the tight rope.

Magic User: Cast Calm. Levitate down into the pit. Take the book. Levitate
back up on the other side of the pit.

Leave this cave by the exit on the right to the Heart Cave. Go through the
lower right pulsing sphincter to the Bone Cave.
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BONE CAVE

Put your torch in the empty torch sconce. Both torches should be lit and in
position. Place the Dark One Sign on the altar. Click the Bone Ritual on the
altar.

Fighter/Paladin: When the cage appears to trap you, break the bones.

Thief: When the cage bones are closing, use acrobatics to get out of the way
quickly.

Magic User: Cast Frost Bite, then Flame dart, then Force Bolt.

Take your torch.

Leave and return to the Heart Cave. Go through the lower left pulsing
sphincter to the Blood Cave.
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BLOOD CAVE

Follow the path to the bottom. Climb up to the upper path and go over to the
altar. Click the Blood Ritual on the altar. This starts the blood flowing.

Fighter/Paladin: Go to the top part of the altar. Use the rope and grapnel to
climb to the ledge that overhangs the altar. Push the rock into the altar
bowl. Climb down the rope and return along the main path.

Thief: Go to the top part of the altar. Use the rope and grapnel to climb to
the ledge that overhangs the altar. Use acrobatics to get to the ledge above,
then to the island ledge at the center of the screen, then over to the main
path.

Magic User: Walk down to where the blood is flowing out of the altar bowl. Do
not touch or walk through the acid! Cast Frost Bite on the blood in the pool.
Return to the main path.

Leave and return to the Heart Cave. Go through the upper left pulsing
sphincter to the Breath Cave.
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BREATH CAVE

Go over to the altar. Click the Breath Ritual on the altar. Blow through the
tentacles at the center of the altar in the following order: right hand small
tentacle, left hand small tentacle, center small tentacle, large center
tentacle.

Try to leave. You will be caught by the breath.

Fighter/Paladin: When you are in the middle of the screen, catch hold of the
tendril on the right.

Thief: Climb up and out of the way of the breath.

Magic User: When you are caught inside the lung sphincter, cast Calm and Open.


Leave and return to the Heart Cave. Go through the upper right pulsing
sphincter to the Sense Cave.
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SENSE CAVE

Don't panic! You have lost all your senses. They will come back gradually.

Walk from left to right across the bottom of the screen. Now walk up the left
edge of the screen. Then walk across the top of the screen to the right. You
should have all your senses now and have arrived at the altar.

Click the Sense Ritual on the altar.

Fighter/Paladin/Thief: Use the rope and grapnel on the horseshoe shape near
the top of the screen and swing over to the center.

Fighter/Paladin: Run through the dendrites to the exit. Take a healing potion
if needed.

Thief: Use the rope and grapnel on the large globe shape under the altar and
swing across to the exit. Walk on quickly.

Magic User: Walk along the path to the exit, casting Lightning Ball at the
dendrites as you get near them to short circuit them.

Leave and return to the Heart Cave.
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HEART CAVE

Click the Heart Ritual on the altar.

Fighter/Paladin/Thief: Climb up, or use the rope and grapnel to climb up the
altar.

Magic User: Levitate in front of the altar.

This takes you to the Essence Cave.
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ESSENCE CAVE

Ad Avis will finally turn on Katrina and cause the Dark One to take her. You
must now destroy Ad Avis once again!

When you get a chance to move, Ad Avis is threatening you, so move quickly.

Fighter/Paladin/Thief: Get the Staff out from your inventory.

Magic User: Cast Summon Staff.

Tell Ad Avis the Gnome's Ultimate Joke.

Fighter/Paladin: Use the Staff on Ad Avis.

Thief: Throw a dagger at Ad Avis.

Magic User: Cast Force Bolt at Ad Avis. Then cast Summon Staff again.

Click the Staff on the large crystal at the center of the cave to release
Erana.

Congratulations! You have gained the Townspeople's trust, saved Igor the Grave
Digger, the Gypsy Davy and restored Tanya. You have brought together two
separated married couples. You have defeated Ad Avis, the Dark Master Katrina
(perhaps regretfully) and sealed away the Dark One. Last but not least, you
have rescued Erana's spirit and started the process of restoring the valley of
Mordavia.

Now the dark magic is dissipating, Erasmus and Fenris finally get through to
you, only to zap you off to Silmaria...presumably to be continued in Quest for
Glory V!
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QUEST FOR GLORY IV: Shadows of Darkness is published and distributed by Sierra
On-Line Inc.

This walkthrough is copyright (c) 1995 by Diana Griffiths. All rights
reserved. Not to be distributed without permission.